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报告翻译问题
But do not intend BeamNG.Drive as a Rigs of Rods V2, because it's not.
Both are from the same devs, one is a commercial product, the other is an opensource project.
BeamNG.Drive has been rewritten completely from scratch, making use of more up to date simulations methods and etc. to provide a faster realtime and better usage of the hardware.
The game is more focused of vehicle simulation (as in road vehicles as cars, trucks, etc).
2D Tag line is something that has been implemented in BeamNG.Drive aswell in version 0.5.2.0 ( http://blog.beamng.com/version-0-5-2-released/ )
Hooks and etc. are planned.
It should be easier to create mods for BeamNG as we are creating a modding system based on what the community needs.
For example, while in RoR you have 1 .truck file that define everything, in BeamNG.Drive in you have multiple .jbeam file, each can define different parts of the vehicle (better organization, easier modding). Aswell the use of DAE which contains multiple parts, while in RoR you need 1 .mesh file for each object.
You can find many more info regarding modding on the official wiki.
What I mean by this, is that I'm kind of used to building in games like Garry's Mod, but to be honest, I need a replacement for it where I do have the freedom to create vehicles in modelling programs and to have the ability to easily import it into a simulator for testing.
I've tried to model for Rigs of Rods, but I've never really found out how to export models from Blender and import them into Rigs of Rods (I can model just fine, altough texturing is still in its infancy, but I can make steady progress.), which is why I'm interested in BeamNG since, as far as I can tell, I'd have an easier time transferring models from Blender into BeamNG Hmm, that's really quite interesting, I've seen a crane on the BeamNG repository, but, for the life of me, I can't see how this actually works (even when looking at the LUA file...)
Speaking of the Wiki and LUA, I've been looking up LUA functions, but I can't really find anytihng relating to moving objects / modifying the length of certain beams to act like hydrualcis etc...
As for the 2D "tagline" (more notabily, the Node Grab feature) looks quite promising.